Ship Dossier // Faulcon DeLacy

Cobra Mk IIITrading

Series Ships Updated 2026-06-25
Briefing

A fine first trader you'll quickly outgrow

Around 64 tonnes on a ~208k Cr hull that needs no rank and lands on any small pad — fast and defensible enough to run early profit loops and short smuggling runs. But the hold is tiny by trading standards, so it ranks low: a starter and a runabout, not a dedicated freighter.

Cobra Mk III
Cobra Mk III · Faulcon DeLacy
48/100
~64 t
Max cargo
400 m/s
Boost speed
~208k Cr
Hull price
Small
Pad requirement
None
Rank / permit
Rating methodology

This ship's 1–100 suitability rating reflects its fully-engineered fit for this role, scored against every ship in the role. See how ships are rated.

01

Role & Overview

The Cobra Mk III is the ship many commanders run their first cargo loops in. It's cheap (~208k Cr), needs no rank or permit, lands on any small pad, and fills its eight optionals with cargo racks for around 64 tonnes — enough to turn a tidy early profit hauling between nearby markets. It is fast and nimble too, so an interdiction is something it can usually run from rather than fight or lose its cargo to.

But measured as a trader, 64 tonnes is small. Dedicated haulers carry four, ten, fifteen times as much; even the cheap medium transporters dwarf it. The Cobra moves cargo well enough to learn the trade, fund a bigger ship, or run small high-value smuggling jobs where a tiny, fast, anywhere-landing hull is an asset. As a starter freighter it's excellent value — but it's a stepping stone, and the rating reflects that.

Where this hull shines

Early-game trading: cheap profit loops to fund a real freighter, small high-value or rare-goods runs, and fast smuggling jobs where a tiny, agile, small-pad hull slips in and out faster than a fat freighter can.

02

Key Stats & What Makes It Haul

Max cargo (unshielded)
~64 t
Cargo (shielded fit)
~48 t
Top speed / boost
280 / 400 m/s (fast)
Optional internals
4·4·4·2·2·2·1·1
Utility mounts
2
Hull mass
180 t
Pad
Small (lands anywhere)
Hull cost
~208k Cr
Rank
None
Permit
None

Three things make the Cobra Mk III a workable starter trader:

The ceiling, stated honestly

The hold is the problem: ~64t (and only ~48t once you fit a shield) is a fraction of any real freighter, with just two utilities and light shields to protect it. It earns per-run pocket money, not freight-empire money. The Cobra's trading case is cheap, fast, small-batch hauling and learning the loops — for tonnage, step up to a Type-6 or beyond.

03

Why This Rating

Scorecard

A ~208k Cr, rank-free small-pad hull fast enough to flee an interdiction, but ~64t (~48t shielded) is a fraction of any real freighter, capping its trading ceiling.

The 48/100 headline is a verdict against the trading role's priority-ordered factors. Each factor carries a weight (its share of 100); this hull earns part of each based on how it performs against the whole field. The points sum to the rating.

Role factorScoreWhy this score
Maximum cargo9/35
Eight optionals (4·4·4·2·2·2·1·1) max ~64t unshielded and only ~48t with a bi-weave fitted — a fraction of a Type-6's ~112t or Type-9's ~790t, and below even the Cobra Mk IV (~92t) and Mk V (~110t).
Pad class & market reach14/20
Small pad lands at every outpost and surface port that locks out medium and large freighters, so market reach is broad — but small-pad class is also what caps the hold at ~64t.
Laden jump range8/15
A 4A FSD with G5 Increased Range gives ~22 LY laden A-rated and ~30 LY engineered against a 16t tank — respectable for a small hauler, mid-field for the role.
Survivability9/20
Only 2 utilities and a light class-4 bi-weave (~120 MJ A-rated, ~200+ engineered); survival leans on a 400 m/s (engineered ~480) boost to submit and high-wake out rather than tank fire.
Speed & cost8/10
~208k Cr hull with no rank or permit, ~1.5M Cr A-rated, and 280/400 m/s (engineered ~480) — among the cheapest, fastest entries into trading in the field.
Weighted total48/100
Matches the headline suitability rating for this ship in this role.
How to read it

Weights are an editorial decomposition of the role's stated priority order — not an in-game formula. Bar length shows how fully each factor is earned; the longest factors carried the score, the shortest are where it gave points away. See how ships are rated.

04

How It Compares

Both tables rate ships for trading specifically. The role column is the maximum cargo capacity in tonnes — the headline number for bulk hauling.

Same class — small-pad traders

ShipClassMax cargo (t)Pros & cons vs Cobra Mk IIIRating
Cobra Mk VSmall~110The modern successor — far roomier; tougherPricier52
Cobra Mk IVSmall~92More cargo for cheapSlower; less agile52
Cobra Mk III thisSmall~64— this hull (baseline)48
DolphinSmall~48Cool-running; passenger-capableLess cargo; less combat46
HaulerSmall~26Dirt cheap; great jump rangeFar less cargo; fragile42

Among small-pad traders the Cobra Mk III sits mid-pack: roomier and tougher than the Hauler or Dolphin, but the newer Cobra Mk IV and Mk V both carry meaningfully more for not much more money. Pick the Mk III for its speed, agility and rock-bottom price; pick a later Cobra if tonnage is what you're after.

Other classes — stepping up to real tonnage

ShipClassMax cargo (t)Pros & cons vs Cobra Mk IIIRating
Panther Clipper Mk IILarge~1048The maximum-tonnage kingVastly pricier; large pad98
Type-9 HeavyLarge~790Freighter-scale cargoPricier; slow; large pad94
Type-6 TransporterMedium~112Cheap; the natural next step upMedium pad; slower65
Asp ExplorerMedium~128More cargo and far better rangePricier; medium pad58
KeelbackMedium~80More cargo; carries a fighterSlow; medium pad52

The moment cargo matters, you graduate. A cheap Type-6 nearly doubles the hold on a medium pad; the Type-9 and Panther play in a different league entirely. The Cobra's place in this company is the on-ramp — the ship that funds the freighter, not the freighter itself.

05

Cost & Access

Hull
~208k Cr
A-rated trader
~1.5M Cr
Engineered
~4M Cr
Pad
Small
Rank
None
Permit
None

At ~208k Cr with no rank gate, the Cobra Mk III is among the cheapest ways to start hauling, and a full A-rated trade fit stays around 1.5M Cr — recoverable in a handful of good loops.

That low entry cost is its whole trading argument: a near-free hull you fund into a real freighter, then keep as a fast small-pad runabout for high-value odd jobs.

The on-ramp ship

Cheap enough to own from day one and run cargo loops until you can afford a Type-6, then a Type-9 — the Cobra pays for the ship that replaces it.

06

3-State Loadout

A cheap small-pad trade fit: cargo first, a light shield to survive interdiction, and the speed to run. Initial is buy-only; A-rated is the trade baseline; Engineered stretches laden range and protected cargo.

SlotInitial · buy-onlyA-Rated · no engEngineeredNotes
Utility Mounts
Utility 10A Shield BoosterG5 Heavy Duty + Super CapacitorsOne shield booster is the cheapest large multiplier on a thin trade shield; Heavy Duty stacks raw MJ.
Utility 20I Heat Sink LauncherG1 Ammo Capacity (no experimental effect)Optional / low-priority — Ammo Capacity adds heat-sink charges. Dumps heat for silent running and Thermal-Vent resets.
Core Internals
BulkheadsLightweight AlloyLightweight AlloyG5 Lightweight (no experimental effect)
Power Plant4E Power Plant4A Power PlantG5 Low Emissions + Thermal SpreadA-rated runs the shield and core with margin to spare; Low Emissions keeps it cool and light for range.
Thrusters4E Thrusters4A ThrustersG5 Dirty Drive Tuning + Drag DrivesA-rated + Dirty Drives give the boost speed that gets a laden hold clear of pirates.
Frame Shift Drive4E Frame Shift Drive4A Frame Shift DriveG5 Increased Range + Mass ManagerA-rated is the single biggest trade gain; Increased Range + Mass Manager maximise laden jump range.
Life Support3E Life Support3D Life SupportG5 Lightweight (no experimental effect)D-rate to save mass; Lightweight trims more — life support has no experimental effect.
Power Distributor3E Power Distributor3D Power DistributorG5 Engine Focused + Super ConduitsD-rated is plenty without weapons; Engine Focused feeds the boost capacitor for the getaway.
Sensors3E Sensors3D SensorsG5 Lightweight (no experimental effect)D and Lightweight — a trader needs no sensor range, so claw back the mass for jump range.
Fuel Tank4C Fuel Tank4C Fuel Tank(No blueprint available)Stock 16t tank matches the laden jump range; fuel capacity cannot be engineered.
Optional Internals
Size 44E Cargo Rack4C Bi-Weave Shield GeneratorG5 Reinforced + Hi-CapBi-weave regenerates fast under fire; Reinforced maximises its MJ and Hi-Cap adds more for surviving interdiction.
Size 44E Cargo Rack4E Cargo RackG5 Expanded Capacity (no experimental effect)Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo.
Size 44E Cargo Rack4E Cargo RackG5 Expanded Capacity (no experimental effect)Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo.
Size 22E Cargo RackG5 Expanded Capacity (no experimental effect)Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo.
Size 22E Cargo RackG5 Expanded Capacity (no experimental effect)Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo.
Size 22E Cargo RackG5 Expanded Capacity (no experimental effect)Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo.
Size 11E Cargo RackG5 Expanded Capacity (no experimental effect)Optional — Expanded Capacity adds cargo space; worth it for dedicated haulers. Holds cargo.
Size 11I Detailed Surface ScannerG5 Expanded Probe Scanning Radius (no experimental effect)Optional / low-priority — Expanded Probe Scanning widens probe coverage. Maps planets for exploration data.
Open in planner / Export
Open in CoriolisopenopenopenOne-click open at coriolis.io.
Open in EDSYopenopenopenOne-click open at edsy.org.
Copy SLEFCopies the raw Ship Loadout Export Format for that state.
Shield, then fill the rest with cargo

Drop a bi-weave generator in one class-4 slot and pack everything else with cargo — ~48 tonnes protected, or ~64 unshielded if you'd rather run light and fast. Keep thrusters and FSD A-rated so a laden Cobra still boosts clear of an interdiction.

07

Initial Loadout — Buy-Only Plan

Buy the hull (~208k Cr), keep the stock E-rated core (plus the 4C fuel tank) and the factory Lightweight Alloy bulkheads, and fill the three big class-4 optionals with 4E cargo racks for an immediate ~48t to start running loops.

Both utility mounts and the smaller optional slots stay empty for now — no shield, no booster, no scanner. Until you can afford the A-rate pass the Cobra's speed is your only interdiction insurance.

A-rate thrusters and FSD as soon as funds allow so the laden ship keeps its pace and range.

08

A-Rated Loadout — Upgrade Plan

A-rating priority for a cheap small-pad trader:

Range and speed first

For a small hauler, jump range and boost matter more than tonnage you can't fit anyway — A-rate the FSD and thrusters, add a bi-weave shield, then cargo-rack the rest. Leave the bulkheads at stock Lightweight Alloy: Military Grade only buys mass a hauler can't afford.

09

Engineering Plan

The trading engineering pattern, kept light and cheap on a small hull. Felicity Farseer (maxed) carries the FSD; pin blueprints for remote G1→G5 application.

ModuleBlueprintExperimentalEngineer
Frame Shift Drive (4)Increased Range (G5)Mass ManagerFelicity Farseer
Thrusters (4)Dirty Drive Tuning (G5)Drag DrivesProfessor Palin / Mel Brandon
Power Plant (4)Low Emissions (G5)Thermal SpreadHera Tani
Bi-Weave Shield (4)Reinforced (G5)Hi-CapLei Cheung
Shield Booster (0)Heavy Duty (G5)Super CapacitorsDidi Vatermann
Power Distributor (3)Engine Focused (G5)Super ConduitsThe Dweller
Life Support / Sensors (3)Lightweight (G5)Etienne Dorn
BulkheadsLightweight (G5)Selene Jean

Recommended order

Material intensity (qualitative)

Light — small-module blueprints on a cheap hull; quick and inexpensive. With a complete inventory this is trivial spend, not a farm. Ask for exact per-blueprint counts if needed.

10

Key Stat Upgrades

Approximate progression across the three states (figures are representative, not exact rolls):

StatInitialA-ratedEngineered
Max cargo (t)~48~48 (shielded)~64 (stripped)
Shield (MJ)none~120~200+
Speed (boost)400 m/s400 m/s~480 m/s
Laden jump (LY)~14~22~30
Hull massLightweight Alloy (stock)Lightweight Alloy (stock)G5 Lightweight (trimmed)
Survivabilitylowfairfair

Engineered, the Cobra Mk III hauls ~48t behind a light shield at ~480 m/s with ~30 LY of laden range — a fast, cheap, anywhere-landing little trader. The G5-lightweight bulkhead trims hull mass to feed that speed and range while adding a sliver of resistance; it carries a fraction of any real freighter, but it earns honestly while you save for one. The on-ramp, well built.

11

Key Activities & Where To Do Them

Getting started
  • Early profit loops. Run a reliable two-station commodity loop to fund your first real freighter.
  • Mission cargo. Stack delivery and supply missions a small hold can satisfy.
  • Outpost runs. A small pad reaches markets that lock out every dedicated hauler.
Advanced
  • Rare-goods runs. Small-batch rares loops where capacity caps low and speed pays.
  • Fast smuggling. Slip illicit cargo in and out faster than a fat freighter can dock.
  • Pocket hauler. A cheap, fast small-pad keeper for any quick high-value errand.
Generic example routes

Any short, high-margin loop near your home base suits it — the Cobra makes its money on frequency and pace, not tonnage. As a Faulcon DeLacy classic, it's the cheap first trader almost every commander learns the loops in.

12

Field Notes — What Else To Know

Verdict

The Cobra Mk III is the on-ramp trader: ~64 tonnes for ~208k Cr, no rank, lands anywhere, and fast enough to run from trouble. It earns the rating it gets — a 48 — because the hold is tiny by trading standards and any dedicated hauler carries multiples more. But as a first freighter that funds the next one, and a fast small-pad runabout for high-value odd jobs, it's hard to beat for the money.

13

Sources

Figures on this page are verified against the sources below.

CoriolisOutfitting planner used to verify the cargo-maximised trade fit, shielded vs unshielded tonnage, and laden jump range.coriolis.io/outfit/cobra_mk_iii
Elite Dangerous (official)Frontier's official Cobra Mk III ship page — manufacturer specs, feature overview, and the ship render used on this page.elitedangerous.com/.../cobra-mk-iii
EDCD coriolis-dataAuthoritative optional-internal slot sizes (4·4·4·2·2·2·1·1) and hull mass used for the cargo and loadout tables.coriolis-data/ships/cobra_mk_iii.json
Inara — Cobra Mk IIIStock hull price, small-pad requirement, and module-seller reference for outfitting the trade fit.inara.cz/elite/ship/25
Fandom — Cobra Mk IIIManufacturer (Faulcon DeLacy), role profile, and lore reference for the trading assessment.elite-dangerous.fandom.com/wiki/Cobra_Mk_III